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Warhammer 40,000/9th Edition Tactics/Thousand Sons
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===Fast Attack=== *'''Chaos Spawn:''' The Flesh Change sufferers you know and love. Movement 7", 2d3 attacks at -2 AP. Has a chance to be -4 AP, or re-roll failed wounds, or get +d3 attacks. S5 T5, 5+ save, leadership 9 due to being a mindless pile of flesh and 4 wounds. 5+ save means they're pretty squishy, but they can hit fairly hard. Pretty much the same as before, but there is a Stratagem that can give you one without having to pay for reinforcement points and another one that lets you re-roll their attack number while also picking their bonus effect. For 23pts a model, you might want to throw in a few gribblies in your list if you need a speed bump or meat shield for the Daemon Princes. *'''Dreadclaw Drop Pod<sup>Forge World</sup>:''' - This flyer/drop pod/thing is a ball of spiked sex! It can transport 10 {{W40Kkeyword|Infantry}} ({{W40Kkeyword|Terminator}}s count as 2) or a single {{W40Kkeyword|Helbrute}} or {{W40Kkeyword|Chaos Contemptor Dreadnought}} and comes in via Drop Pod Assault (it can always come in turn 1, even if another rule says it can't, and it likewise ignores unit limits for both itself and what's inside it in terms of what can and can't be put into Reserves - see below for more). M12" S6 T6 W9 Sv3+ with Blade struts for melee (WS4+ A4 Sx2 AP-4 D3) and Thermal Jets, which hit one unit you move over for mortal wounds (1.92 to a non-{{W40Kkeyword|Character}}, 1 to a {{W40Kkeyword|Character}} on average). The Dreadclaw hits you in the groin with a cost of 115 points on top of needing a Fast Attack slot rather than a Dedicated Transport slot, which could be a benefit if you're trying to fill out a detachment. **The standing rule in matched play is that your reserves must total no more than half your units ''and strictly less than half your points''. The Pod simply does nothing to impact the latter rule, which means its ability is primarily useful when you put numerous cheap units in reserves, so you hit your unit cap before you hit your point cap. This is hard for you to do, as you don't have a plethora of cheap units that can deep strike, but just be aware that that's how it works. *'''[[Tzaangor Enlightened]]:''' Birds on discs. They have 3 different weapon options: Autopistol and Chainsword, Fatecaster Greatbow, or a Divining Spear. In addition, when using the bows (30" Assault 1 S5 AP-1 D1), they auto hit on every roll of 2+, including Overwatch (meaning you can advance and shoot them and still hit on 2+), and can ignore Look Out, Sir, making them slightly like snipers. By comparison, their spears are D2 and swing twice (3 times for the leader), meaning they hit harder in practice but are harder to deliver. Easy to pass over at first glance, but they have a saving grace: speed. With a move of 12", they can add some much needed mobility to your list in a way that doesn't rely on psychic powers or command points. They are also dirt cheap in terms of points/power-level. **All of their attacks except for the single S4 AP0 D1 attack from their mount auto-wound on a natural 6 to hit, even if you use the autopistol and chainsword. For the bow, that means 1 in 5 of your hits don't need to roll to wound - for the other weapons, it's 1 in 4 of your hits unless a Shaman buffs them. **Since all of their wargear choices have the same cost, these birbs are relatively ideal snipers and should usually carry their greatbows (which also means they have no need for a Shaman): 43-48" (since you'll always Advance with them) of ignoring Look Out, Sir threat on a weapon that hits on 2+ and doesn't need to roll to wound on a 6+ means that e.g. if you're trying to murder a MEQ HQ (T4/3+) each birb deals 11/36 of a wound, so 17 of them is enough to usually kill one in one go - and you can bring an 18th as insurance. **Since this makes the Shaman utterly useless, the only support you need to consider giving them is an Exalted Sorcerer (or Ahriman) on Disc to slap them with Temporal Surge, but they don't really need more mobility. The only Cult power that's particularly good on them is Scheming's for shooting (and charging, if you want) after Falling Back, in case they get tarpitted, but they're so cheap it might not be worth it. If Thousand Sons ever get a way to give these guys full re-rolls to hit, that's when they'll begin looking for support, because if ever a unit wanted the ability to re-roll successful hits to try for a 6, it's these guys.
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